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Mark M. Miller
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GPU Particle Engine

University

My third-year personal project: developing and optimising a particle system in DirectX 11 using geometry shaders.

The main goal was to teach myself DirectX 11 and its more interesting features, then push the system as hard as I could to see how many particles a mid-range card could sustain. I got to over 1.28 million particles at 30 fps, and around 450,000 cubes, on a GTX 460.

Gallery

Particle systemParticle system